Environment shadows - step 2
The shadows in Overgrowth are now being rendered directly to lightmap textures, which are then read by the object pixel shaders to modulate the direct lighting. The shadows are starting to look pretty decent, but there is a lot left to do to improve efficiency and reduce errors! I can go into detail about how the shadows work when they are all done. We haven't started on the indirect shadows yet, but we should be able to extend this same technique by accumulating shadows from random light sources on the sky hemisphere.
The whaleman is very confused by the new shadows. He thinks his shadow is an enemy, and chases it all over the place, laying waste to our carefully crafted levels.
Thanks to OpethRockr55 for the model!
Concept art vs. completed asset
These last couple months we have been working with a modeler named Pawan. The way we have been doing it is that I have been making some concept art for him which he uses to make the model, normal map and ambient occlusion texture base and then he sends it back so I can finish with the textures. It has worked out really well, and I want to show you some of the results!
We showed the concept for the dog grave some time back. It came out a bit fatter than the drawing but I still think it looks pretty good.
The dogs do a lot of stone working. I wanted to try and show that by having these tools laying around near half completed stone walls or statues.
I like getting the texture at twice their probable in-game resolution. You never know when you will want something at a higher resolution, and you can always size them down.
So how do you think they turned out?
SMALL TANK aftermath
Hey guys, as you know, we prefer live chat to email (as mentioned in this post). After posting about SMALL TANK last night, our live chat widget went under a lot of stress and when we logged in this morning, we were flooded with queued messages. Here's a few pretty good ones, with the names changed to protect the innocent:
REDACTED: Please, I worry about OG
REDACTED: OG developing will continued and never stopped until done?Yes?PLeasetell me!Small tank is just april joke, right?????
REDACTED: Jeff, Ple-e-e-ase
REDACTED: Please tell me, i've awaited to ask all the day
REDACTED: Pls
REDACTED: i will tell noone if you want
REDACTED: It is a trick of Wolfire?
REDACTED: Dunno how i will sleep today...
REDACTok: you just need a better marketing strategy. things that take place in in fantasy and science fiction realms focus on the bad guys. showing the unimaginable scope of the evil, or it shows the deep personal affect that the bad guys have on the primary characters. think about the original oblivion trailer, it had three things. . . .the gate to oblivion. . . . .the clannfear deeadroth . . . . . and patrick stewart these things are actually the embodyment of entetainment advertising
REDACTok: the triumvirate of advertising. you need two of hte following hopefully all, the bad guy, the fortress, and the guy with the smooth voice. these are the points. the lines that connect these points are what make it a triangle. those lines are game aspects. sound,enviroment, and playability.
roREDACT77: I mean OG wont really run on any computer, so why not make it?
roREDACT77: Its also WAY to viloent
meeboguest753691: macintosh
meeboguest753691: cumputer
meeboguest753691: computer
meeboguest753691: is small tank gonna be for macintosh computer???
meeboguest11032: and small tank
meeboguest11032: why cant you make overgrowth and small tank lotsa people wantta do overgrowth and it
crazy-ass hardcore wolfire fanboy: WHY
UlREDACTat: TELL ME!
UlREDACTat: ??????
UlREDACTat: PLEEZE!!
UlREDACTat: ILL HUNT YOU DOWN!
UlREDACTat: AND CAUSE U INTENSE HURT!
UlREDACTat: WITH A RUSTY BLUNT SPOON!
UlREDACTat: AAAAAAAAAAAAAHHHRRGGHHRAAHH!!!!
UlREDACTat: Fine
UlREDACTat: every freaking OG fan is going to hate your guts
UlREDACTat: !@$%! life
News on Overgrowth shall resume shortly.
Overgrowth squashed by SMALL TANK
As we compared notes with the developers and publishers at GDC, we realized that Overgrowth is just not very marketable. It's a niche fighting game for a small hardcore audience, and takes too many risks in terms of scope, setting, technology, and controversial subject matter. Not only is it a tough sell to the mainstream, but it even doesn't appeal to indie gamers: it's not experimental and artsy enough. For that reason, we've signed on with OnLive, XBox Live Arcade, Playstation Network, Steam and WiiWare to bring you our new downloadable game:
Small Tank is set in World War 2, but it's still fresh because everything is small and cute! We added amazing, ground-breaking new technology to immerse you in this epic conflict. The bloom effects and brilliant lens flares put the sun right in your eyes: you can actually feel the heatstroke! Customize your special-forces commando to choose between a badass bandana or a helmet! You can even pick your own character voice: seasoned chain-smoker or foul-mouthed hoodlum!
We haven't even mentioned our favorite new feature yet... the cover system! You'll latch onto things so hard you'll think you've bathed in super-glue. Exploit the third-person camera to blindfire with deadly accuracy, and take out wave after wave of identical nazi goon squads. Tired of other games that make you waste precious seconds of your life waiting for your health to regenerate? You'll love our revolutionary new game mechanic: instantaneous health regeneration! You can't even fit in these chibi tanks, but who cares? You don't need armor! Just blast those froggies with the cannon! BLAM! KABOOM! You'll feel almost like you're accomplishing something, but without any effort or skill!
But wait, you say, this doesn't sound very indie anymore! I'm glad you brought that up, because we threw in all sorts of random quirks that should endear us to the indie crowd! From the creepy, staring eyes of our doll-like chibi soldiers to our quirky euphemisms for the axis and allied teams, there's more than enough artsiness to go around!
Don't forget to pick up a copy of Small Tank when it's released in Fall 2009. Small dude, small tank, HUGE ACTION!
Overgrowth Alpha 20
Here is what is new in Overgrowth this week. If you are confused what a weekly alpha is, or even what Overgrowth is, please read our fancy FAQ.
We were a little slowed down this past week due to GDC, but we still managed to get work done. Aubrey has been working on more art assets and some new concept art. It's not ready to include yet, but we will add it to the queue of stuff to blog about. We are really excited about Hale's map, which you can see here.
David's shadows that recently caused a stir are not quite ready yet, but you will see more of them soon!
On the code front, here are a few highlights from SVN:
- In the map editor, scrolling up and down navigates the new group hierarchy selection.
- Editor actions are better controlled now
- More abstraction for the animation editor framework
- Fixed decals (Rabbot can now comfortably run through Hale's map)
- Modified shove
- Map editor palettes are hidden in game mode
- Misc bugs
Jo-shadow is in charge of organizing the community maps and has done a great job in his thread in the Secret Preorder Forum.
Thanks as always for all the support! See you guys in IRC and the forums.